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Degradasi Etika dalam Animasi Sintesis Citra Manusia dengan Kecedasan Buatan Darmawan, James; Alvine, Mario; Harnoko, Irwan
Journal of Contemporary Indonesian Art Vol 5, No 2 (2019)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jocia.v5i2.3445

Abstract

Dalam era yang serba otomatisasi digital; termasuk diranah kecerdasan buatan yang merambah ke dunia animasi, peranan kecerdasan buatan ini berperan besar bagi perkembangan pesat dunia animasi yang mensintesi citra manusia. Pada awalnya merupakan terobosan yang fenomenal; apalagi dalam era skeudomorphism, dimana keterkaitan antara dunia digital dan dengan dunia riil harus bermargin tipis. Tentu pada sudut pandang pengguna, hal ini menjadi kesempatan baru dalam mengembangkan eksplorasi imajinasi yang lebih realistik, namun hal ini juga termasuk menggunakan konten yang negatif. Untuk itu terjadinya degradasi etika pun berkembang menjadi perusakan citra manusia itu sendiri. Untuk itu tim penulis melakukan studi literatur mengenai perkembangan teknologi kecerdasan buatan dalam dunia animasi, mengkaitkannya dengan penyimpangan yang terjadi dengan adanya teknologi animasi ini, serta menutupnya dengan prediksi perkembangan kecerdasan visual pada animasi sistesis citra manusia dimasa akan datang. Kata kunci: Teknologi Animasi, Kecerdasan Buatan, Sintesis Gambar Manusia, Degradasi Etika. 
Proses Kerja Komputer yang dapat Mengoptimalkan Hasil Komunikasi Visual secara Efisien Darmawan, Andreas James
Humaniora Vol 1, No 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2860

Abstract

 To be able to work optimally and efficiently by computer, in making a visual communication, we need to understand the three kinds of process/ how to work a computer. There are three bases logic how computer works, such as text, pixel, and vector. Each made with different methods of logic, as a result of efforts to meet the needs of creators of computer communication. So after the third understands the workings of TSB, the ease and optimization in making a visual communication can be achieved.  
Kemasan Ulang Dan Display Produk Makanan Ringan Kelurahan Keranggan Andreas James Darmawan; Ardi Gunawan; Hilmi Fabeta
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 2 (2019): Peran Perguruan Tinggi dan Dunia Usaha dalam Mempersiapkan Masyarakat Menghadapi Era I
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (916.615 KB) | DOI: 10.37695/pkmcsr.v2i0.468

Abstract

Seiring meningkatnya persaingan dagang pada zaman sekarang, produk makanan ringan produksi para ibu rumah tangga Kelurahan Kranggan - Serpong Tangerang Selatan, membutuhkan desain kemasan dan display produk makanan ringan yang memiliki daya saing dan daya jual. Dengan adanya kerjasama institusi dengan kelurahan ini, tim penulis membuat penelitian literatur dan observasi dengan jenis dan desain kemasan makanan ringan khas daerah, hasil penelitian ini dijadikan referensi untuk perhitungan biaya untuk menentukan jenis kemasan yang sesuai. Kemudian tim penulis melangkah dari proses koordinasi antar instansi, survei lapangan, analisis data hasil survei, pembuatan desain kemasan ulang, pemilihan desain kemasan, persiapan display produk makanan ringan, dan smapai pada proses tes pasar dan kerjasama pada kantin kampus. Hal ini adalah peluang untuk memberikan bantuan layanan desain. Tim penulis berharap memiliki peluang yang sama dan / atau serupa dalam kegiatan penelitian selanjutnya ini adalah peluang luar biasa untuk memberikan bantuan layanan desain.
Perancangan Komunikasi Visual CD Interaktif “Serial Polisi Cilik” Guna Menanamkan Kesadaran Tertib Lalu Lintas Sejak Dini Darmawan, Andreas James; Effendy, Willya
Humaniora Vol 2, No 1 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i1.3091

Abstract

Along with the increasing number of accidents in large cities, should the role of visual communication is also increasingly necessary. Its role is as a maker of communications media that attract, encourage, and interactive. So message traffic rules to be conveyed can be conveyed with good and embedded in the consciousness of the receiver behave. For this role of visual communication "Serial Little Police" intended for children and packaged in an attractive, interactive CD to play while learning the kids.  
Visual Design Face Painting: Language Expressions Stylized for Wayang Punakawan Andreas James Darmawan
Humaniora Vol. 8 No. 1 (2017): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v8i1.3696

Abstract

On this research, the author focused on the scope of Punakawan face painting that expected to become a starting point from the first step in making the visual standardization proposals, which the visual variety of face painting Punakawan was not consistent yet. The research objective was to become one of the methods to re-popularizing by building a visual consistency in Punakawan face painting so that it became more modern and simple without losing the original characteristics of it. The method was performed in the visual design, from visual references research, visual analysis and matching with the characteristics of each character in Punakawan, visual sketching, and computerization process, up to become final visual artwork. The benefits of the research were to be a next visual research comparison, as well as a contribution in the form of visual work; face painting Wayang Punakawan in the further development of the creative economy entered a new era. This research finds that visually, it is the necessary continuation of the design, such as attribute, proportion, gestures, and other visual elements in Punakawan face painting and it is good for Punakawan studies and other Indonesian wayang figures.
Signage dan Penerapannya: Lingkungan Jalan Raya Tol Bintaro Puspitasari, Dyah Gayatri; Darmawan, James
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3456

Abstract

The term ‘signage’ sometimes has been confused with the term ‘sign or symbol’, although the term signage is actually a theme which has consistency and also covers an area from a specific environment and mood. Signage has been designed to inform about location and direction of interior and exterior environment. In general, design system and the use of signage, such as graphic standard, material and the positioning, has been organized by international standardization from every country in the world. One of the most important categories of signage is the application of signage in highways. The study is about signage from historical background, category, color scheme, design and human factor approach; from psychological physics, social culture, to the connectivity with the value and products’ characteristic. Human factor comprehension is also one of the most important elements in signage design process. Each perspective or perception from highway user and their reaction about the signage has been conditioned by a specific characteristic of human, such as from biophysics-psyche, socio-culture, spiritual cosmologis transcendental with its five senses. Human factor as a user has an important role to obtain the best solution or good design solution for the community who use that signage.  
Perancangan Stiker Karakter Visual dalam Aplikasi Chatting: Kolaborasi Kebudayaan Jawa dan Wayang Kontemporer Widyokusumo, Lintang; Puspitasari, Dyah Gayatri; Darmawan, Andreas James
Humaniora Vol 6, No 2 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i2.3326

Abstract

A new tradition in the use of chatting communication technology with mobile phone (cell phone) is more lively with the use of stickers. Stickers are used as a means to increase the emotion expressions of communication users. Current mobile phone technology, along with the development of high specifications (for visual depiction), is adequate to display complex visual. This prompts a new tradition that accepts even to be a new behavior in modern communication methods. Looking at this phenomenon, it is not impossible for an artist to open up the work area (creative economy) and the creation of new business areas in the visual characters of Indonesian culture. This study used the chatting phenomenon with stickers to introduce the culture of the puppet characters with contemporary approach for young people around the world. The method carried out included the depiction of classification of facial expression emotions and collaboration with the approach of some common sticker visualizations. The result was then put into the classification of semiotic theory combining with simplified visual approach to obtain the appropriate visual characterstics of the puppet. Research also involved visual craft of the purwa puppet as visual character basis for character deformation of the contemporary puppet. Thus, the application of visual stickers can be used by users for communication functions. 
Analisis dan Strategi Komunikasi Perancangan Program Edutainment “Seri Aktivitas Alam: Gunung Meletus” Putri, Dyah Gayatri; Darmawan, Andreas James
Humaniora Vol 6, No 1 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i1.3299

Abstract

The process of visual communication strategies can be created into a good persuasive invitation. This study depicted the issues in the world of children when dealing with nature activity within the scope of volcano eruptions. This study was conducted with a qualitative approach and triadic, ethnographic in children psychological and behavioral conditions after volcanic eruption disaster. Research found the common thread between supporting and main theory related to visual communication strategies. It, then, described in detail the development of communicators to become a mascot, continued on the delivery of messages through the comics, and invited the target to experience design experience. 
Kampanye Online Anti Pornografi: “Pornografi” untuk Kalangan Anak Muda Darmawan, Andreas James; Putri, Dyah Gayatri
Humaniora Vol 5, No 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3121

Abstract

Nowadays, the internet technology is getting an opportunity to visit pornographic sites. Thus, more and more people have a dependency with a pornography site that is not easy to be released. Campaign against pornography "porNOgraphy" aims to raise awareness of young people to know the risks as well as providing a solution to escape from addiction to pornography. Both impact and solutions to the campaign message is packaged in audio-visual communication, so it is very persuasive in getting people to stay away from pornography and is expected to be easily understood by the public. Hope on the impact of this campaign is that people are interested in trying the suggestions in order to break away from addiction to pornography and form a strong intention and determination to be able to obtain a successful outcome. 
Penciptaan Komunikasi Visual Perancangan Program Edutainment “Seri Aktivitas Alam: Gunung Meletus” Putri, Dyah Gayatri; Darmawan, Andreas James
Humaniora Vol 6, No 4 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i4.3387

Abstract

This research is the continuation of previous research. The research is included in the creation of visual communication solutions on how a process of visual communication strategy can contribute a persuasive invitation. Research aims to expose the solution in the realm of visual communication. The research applied qualitative method. It began with the development of communicators becoming a mascot, continued on the delivery of messages through the comics, and invited children as audience target for design experience with game and gimmick. Result of the research is the visual design, as well as including the process of visual communication creation. As a conclusion, creating a visual communication solution could be carried out by the same method, similar matching scope, as well as the contents adjusted with new needs.